I got stuck for several increasingly frustrating days at a particular point consistent with your description, then posted here, then got impatient and broke out txd. Anyway, it turns out that if you explicitly examine

I've gotten back to the sorceress' cottage, learned to talk in the adventure world, received a new batch of ampules, and met the warden. I have a non-functional philosopher's stone and a cryptic clue about there being four levels of reality.

I have not yet found a use for the key (well, I can open and close the safe, but why bother?) or the white russian in the interlife, nor have I figured out how to get fuel for the machine to temper my sword. Hints given to me by my alter egos on this point all seem to gesture at parts of the game world that have apparently been deleted, which makes me think that the part of the world the warden is trying to restore has to do with the missing fuel.

The warden did mention that heating the rock could make it function as a philosopher's stone. Being blasted by the dragonfire seems like it might count as heating... but I haven't found any way to put that idea into practice; I always just get killed. And that's probably the wrong direction anyway, as the warden also said this only worked in the vacation house world.

It does seem that you will not be able to get the fuel from the same place your doubles from previous versions did. How is the fuel described? Have you seen a similar substance anywhere in the adventure world?

Am I supposed to be doing something with the grease at the foot of the troll-guarded bridge? Picking it up is apparently too painful and I don't seem to have anything I can scoop it with. (I know I can use my shield as a bowl, but no luck there so far...)

Finished up this afternoon, and quite enjoyed it... like many others, I am still missing a single point. I would like to thank Adam for creating a game that forced me to learn how to use the RECORDING functionality of my parser.

Beyond the interaction between the Quest and the Interlife, my favorite aspect was the stratified history of the game world as revealed through conversation with interations and the Sorceress. I had suspicions based on the stat-heavy NPC implementation and the > PUNCH SELF error message, but when the Sorceress confirmed that Nameless Quest was originally a MUD that had been converted by new management into a theme park adventure game, my heart sank at the thought of a game world stripped of such freedom and potential. Shades of Darkseid's Anti-Life Equation.

I found this thread especially interesting because (to grossly oversimplify) IF often features a clear, singular authorial voice, while most commercial games are the result of endless arguments, compromise, and new management blithely overriding the decisions of the old. And yet, games are made and shipped despite this troubles... The idea of now overwritten milestones being remembered within the game as fantasy "Ages" is quite potent.

I'm curious to find all the (13?) possible endings. Here are the ones I've found so far:- Enter the portal.- @UP Sorceress so that she seals the Warden's plate, replace the plate and enter the portal (my favorite).- Throw a dart at a troll and enter the resulting energy vortex. (probably the "best" ending).- Give the dragonstaff to the Warden.- Give the dragonstaff to the Sorceress.- Abandon the dragonstaff.- @UP self.- Don't save the Warden, then enter the portal. - Become overwhelmed by trolls.- Throw a dart at a troll and DON'T enter the resulting energy vortex OR fail to @WALL successfully when faced with the troll.- Cast a @SPELL without foreknowledge. (not sure if this counts)

That's 10-11 endings, depending on how you count.

One thing that did NOT result in a unique ending was playing through the Quest "perfectly" without ever reaching the Interworld. Instead, you just find yourself in Niraya without a key or a way to finish the game. I would have loved to see a more interesting failure state for this difficult "win" condition.

I'm at the part where I need to cling onto the fish and be carried by the roc. Every time I do that, though, another roc attacks the one carrying me and I die. Is there a way to get a sturdier grip on my roc, or repel the other one? Or is the goal something else entirely than getting to the nest?

Who is online

Users browsing this forum: No registered users and 5 guests

You cannot post new topics in this forumYou cannot reply to topics in this forumYou cannot edit your posts in this forumYou cannot delete your posts in this forumYou cannot post attachments in this forum